Assets.h
7.54 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
#ifndef _AE_Assets_h
#define _AE_Assets_h
#include <libaudio.h>
#include <audiotools.h>
#define REFERENCE_DATA AL_NUM_CLASSES + 1
#define ALIGN8BYTE(a) ((a+7) & ~7)
class Node
{
public:
Node *next;
Node *prev;
void *data;
Node();
};
class AssetNode : public Node
{
public:
int dataType;
AssetNode();
};
class List
{
public:
Node *head;
Node *tail;
int count;
List();
Node* Append(void *data); // creates a node
Node* Prepend(void *data); // creates a node
void Remove(Node *node); // deletes the node
void Unhook(Node *node); // leaves node intact
};
class RefList : public List
{
public:
int RemoveByData(void *data); // deletes the node
};
class AssetList : public RefList
{
public:
Node* Append(void *data, int assetType); // creates a node
Node* Prepend(void *data, int assetType); // creates a node
};
class AEAsset
{
private:
RefList *refList;
void *hdwrXRef;
char *name;
public:
int classType;
Node *AssetMgrNode;
AEAsset();
~AEAsset();
void SetName(char *name);
char* GetName(void);
void AddReference(AEAsset *asset);
void RemoveReference(AEAsset *asset);
int GetRefCt(void);
void SetHdwrXRef(void*);
void* GetHdwrXRef(void);
int GetClass(void);
};
class AEReverb
{
private:
int type;
s32 *params;
int maxParam;
public:
AEReverb();
~AEReverb();
void SetType(int t);
int GetType(void);
void AllocParamBuf(int numSections);
s32* GetParamBuf(void);
void SetParam(int index, s32 value);
int GetParam(int index, s32 *value);
};
typedef struct {
char *name;
AEAsset *asset;
} AssetPair;
class AEBook : public AEAsset
{
private:
int order;
int npredictors;
short *bookData;
public:
AEBook();
~AEBook();
void SetBook(int ord, int npds, short *data);
int GetOrder(void);
int GetNPredictors(void);
int GetBookData(short *data);
int GetNumBookItems(void);
};
class AELoop : public AEAsset
{
private:
int start;
int count;
int end;
ADPCM_STATE state;
public:
AELoop();
~AELoop();
void SetStart(int s);
void SetEnd(int e);
void SetCount(int c);
void SetState(short *st);
int GetStart(void);
int GetEnd(void);
int GetCount(void);
void GetState(short *st);
};
class AEWavet : public AEAsset
{
private:
AEBook *book;
AELoop *loop;
char *base;
int length;
int type;
int flags;
void *smplXRef;
public:
AEWavet();
~AEWavet();
void SetBase(char* base);
void SetLength(int len);
void SetType(int type);
void SetFlags(int flags);
char* GetBase(void);
int GetLength(void);
int GetType(void);
int GetFlags(void);
void SetBook(AEBook *bookAsset);
void SetLoop(AELoop *loopAsset);
AEBook* GetBook(void);
AELoop* GetLoop(void);
void SetSmplXRef(void *xref);
void* GetSmplXRef(void);
int AllocSmpl(int slen);
void DeallocSmpl(void);
};
class AEKeymap : public AEAsset
{
private:
int velocityMin;
int velocityMax;
int keyMin;
int keyMax;
int keyBase;
int detune;
public:
AEKeymap();
~AEKeymap();
void SetVelMin(int vel);
void SetVelMax(int vel);
void SetKeyMin(int key);
void SetKeyMax(int key);
void SetKeyBase(int key);
void SetDetune(int detune);
int GetVelMin(void);
int GetVelMax(void);
int GetKeyMin(void);
int GetKeyMax(void);
int GetKeyBase(void);
int GetDetune(void);
};
class AEEnvlp : public AEAsset
{
private:
int attackTime;
int attackLevel;
int decayTime;
int decayLevel;
int releaseTime;
public:
AEEnvlp();
~AEEnvlp();
void SetAttackTime(int time);
void SetAttackLevel(int level);
void SetDecayTime(int time);
void SetDecayLevel(int level);
void SetReleaseTime(int time);
int GetAttackTime(void);
int GetAttackLevel(void);
int GetDecayTime(void);
int GetDecayLevel(void);
int GetReleaseTime(void);
};
class AESound : public AEAsset
{
private:
int samplePan;
int sampleVolume;
int flags;
AEKeymap *keymap;
AEEnvlp *envlp;
AEWavet *wavet;
public:
AESound();
~AESound();
void SetPan(int pan);
void SetVol(int vol);
void SetFlags(int flags);
void SetKeymap(AEKeymap *kmap);
void SetEnvlp(AEEnvlp *env);
void SetWavet(AEWavet *wvt);
int GetPan(void);
int GetVol(void);
int GetFlags(void);
AEKeymap* GetKeymap(void);
AEEnvlp* GetEnvlp(void);
AEWavet* GetWavet(void);
};
class AEInst : public AEAsset
{
private:
int volume;
int pan;
int priority;
int flags;
int tremType;
int tremRate;
int tremDepth;
int tremDelay;
int vibType;
int vibRate;
int vibDepth;
int vibDelay;
int bendRange;
RefList *soundList;
public:
AEInst();
~AEInst();
void AddSound(AESound *sound);
void RemoveSound(AESound *sound);
void SetVol(int vol);
void SetPan(int pan);
void SetPriority(int priority);
void SetBendRange(int bendRange);
void SetFlags(int flags);
void SetTremType(int tremType);
void SetTremRate(int tremRate);
void SetTremDepth(int tremDepth);
void SetTremDelay(int tremDelay);
void SetVibType(int vibType);
void SetVibRate(int vibRate);
void SetVibDepth(int vibDepth);
void SetVibDelay(int vibDelay);
int GetVol(void);
int GetPan(void);
int GetPriority(void);
int GetFlags(void);
int GetBendRange(void);
int GetTremType(void);
int GetTremRate(void);
int GetTremDepth(void);
int GetTremDelay(void);
int GetVibType(void);
int GetVibRate(void);
int GetVibDepth(void);
int GetVibDelay(void);
AssetPair* GetSounds(int *numSounds);
int GetNumSounds(void);
};
class AEBank : public AEAsset
{
private:
int flags;
int sampleRate;
RefList *instList;
AEInst *percussion;
public:
AEBank();
~AEBank();
void AddInstrument(AEInst *inst);
void RemoveInstrument(AEInst *inst);
void SetPercussion(AEInst *inst);
void SetSampleRate(int sampleRate);
void SetFlags(int flags);
AEInst* GetPercussion(void);
int GetSampleRate(void);
int GetFlags(void);
AssetPair* GetInstruments(int *numInsts);
int GetNumInsts(void);
};
class AEBankFile : public AEAsset
{
private:
int revision;
RefList *bankList;
public:
AEBankFile();
~AEBankFile();
void AddBank(AEBank *bank);
void RemoveBank(AEBank *bank);
AssetPair* GetBanks(int *numBanks);
void SetRevision(int rev);
int GetRevision(void);
int GetNumBanks(void);
};
#endif